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  • Ghoul, Nehwon Group, Cautious
    Axe strike (d8 damage) 6 HP 2 armor
    Close, Ignores Armor
    Special Qualities: Transparent Flesh makes difficult to hit

    These Newhon humanoids are almost totally transparent, save for their pinkish skeletons. Their unsavory diets make them unpopular with other races, but they rationalize cannibalism as an act of kindness by which muddy-fleshed humans are transformed into superior, crystal flesh.Ghouls never wear clothing nor any armor beyond the most minimal weapons-harness.Ghoulish fighters may use any weapon, but seem to have a preference for two-handed axes.The transparent nature of ghoul flesh makes it harder to locate their vital spots. Nehwon ghouls live in a great city on the shores of the Sea of Monsters, emerging periodically to make war upon human cities. They have very little fear of death – in Fafhrd’s opinion, this was because they were so close to skeletons that actually dying was only a short step away. Ghouls consider themselves paragons of civilization and enlightenment. Other races need to be civilized by being eaten. Humans are referred to as “mud-men” since ghouls consider normal flesh muddy and impure. Ghouls can occasionally overcome their cannibalistic natures to join human adventuring bands. They can be overbearing at times as they consider themselves more civilized than lesser, “barbaric”, races. Ghouls generally consume only the flesh of animals, but consider humans and other intelligent races to be a delicacy (consuming another ghoul is considered, at best, rather poor behavior). Instinct: Raid and consume lesser races

      Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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    • Ratfolk Group, Small, Stealthy, Hoarder
      Bites (d4 damage) 3 HP 0 armor
      Close

      A loathsome child-sized combination of human and rat, Ratfolk will usually offer stolen items as protection to a more powerful monster as their overlord. Instinct: Steal!

      • Infest
      • Steal
      • Ambush
      • Run Away!
      Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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    • Dwemer Centurion Solitary, Large, Magical, Construct, Amorphous
      Smash target - Slams its massive arms down at its target (d10+4 damage 1 piercing) 27 HP 4 armor
      Forceful
      Special Qualities: Machine - Machine Stuff

      A monster of metal, this creature is built to kill anything that moves. It can't move far from its source as it needs to be charged up constantly. This monster is over 10 feet tall and weighs a ton. One arm is a hammer and pick while the other is a sword blade. Instinct: to destroy

      • Aggressively destroy any unknown target
      • Steam Blast - Venting it's steam pressure, the Centurion applies its damage to all in front of it. The centurion is disabled briefly after using this attack.
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    • Dwemer Sphere Solitary, Construct, Amorphous
      Spring loaded blade (b[2d10+2] damage 1 piercing) 15 HP 4 armor
      Close, Far
      Special Qualities: Machine - Machine Stuff, Seek and Destroy those found by Spiderlings

      Very tall automation that moves about on a rolling ball at its base. It uses a spring loaded dagger which slams open and into its target, and it wields a small dwemer crossbow. Instinct: To Destroy Trespassers

      • Attacks viciously with its armaments
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    • Dwemer Spider's (3) Group, Small, Magical, Construct
      Metal Armaments (d6 damage) 10 HP 3 armor
      Close
      Special Qualities: Machine - Machine Stuff, Built to Defend and Patrol

      Dwemer Spiders are smaller machinations created by the dwemer that patrol and defend the majority of their ruins. They have 6 steel legs and spew steam out as they move around. The dome on the top of them glows with lightning that spews out of their soul gems. Instinct: attack on sight

      • Ambush - Waits until many of its counterparts can attack at once.
      • Lightning Bolt - Blasts a target with a bolt of lightning. This is the first attack from this creature all the time.
      Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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    • Festrog Horde, Devious, Organized, Construct, Terrifying, Amorphous
      Bite, Claws (b[2d4+4] damage) 14 HP 1 armor
      Close, Forceful
      Special Qualities: Comes back to life if not burned after 2 hours, It's jaws can open 4 times as much as a normal human

      A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. Sometimes called dog-ghouls for their ability to run on all fours, the name often causes opponents to misinterpret this creature's abilities and grossly underestimate its intelligence, for the festrog is in fact a rather canny monstrosity. Festrogs inhabit remote areas near places where they were slain. It's not uncommon for a tribe of festrogs to share territories with ghouls. Most festrogs gather in small bands, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so they can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for it to run or hide. These packs wander semi-nomadically, often traveling miles beyond their dwellings in pursuit of mortal flesh. Instinct: To spread disease

      • Hunt in packs, Spread Disease
      • Spreads diesase upon bite
      • Howl
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    • Mad Hunters Group, Intelligent, Hoarder
      Sharp skinning-knives, bow. (b[2d8+2] damage 1 piercing) 6 HP 1 armor
      Close, Near, Far
      Special Qualities: Can use Bola, Lasso, traps.

      The mad followers of The Poacher. Mostly wildlings, tribesmen, sometimes outcast slavers & criminals, which at some point left their home. Some escaped the law, searched a new home for their cruel, restless minds and fascination for hunting special prey. Some heared stories of the Poacher, about his skills and his 'work'. Adoring they follow him, as long as they can, trying to gain his favor, without intervening his hunt and holding strangers at bay which want to approach the poacher. Instinct: to hunt, kill, keep strangers away

      • Hunting everything, eating all flesh.
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    • 'The Poacher' Solitary, Magical, Intelligent
      Long knife, unique bow (b[2d10] damage 1 piercing) 12 HP 1 armor
      Close, Near, Far
      Special Qualities: Very agile & quick., Sneaks up from behind in the twilight.

      The Poacher is crual human being, with mind and body disfigured by wild blood magic and witchcraft he encountered on his hunts in the deepest wildernis. Sincen then he began a much more horrible and vicious style of his craftsmen-ship. He loves to hunt all interesting or unique prey, especially the more intelligent ones which can show pain. He loves to catch and skin them alive, giving the skins to his kind of mad followers and assistants which follow him out of the wilderness sometimes. Primitive and cold-harted enough to enjoy the work of the Poacher, wearing the "presents" of their 'chief' with great pride. But they always keep their distance to him. He doesnt like company at all in the end. Scares the prey. Instinct: to hunt, skin & collect

      • Marksman with the bow.
      • Weakening-poisoned knife.
      • Backstab
      • Camouflage-light-armor.
      • Uses Bloodmagic to paralyze.
      Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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    • BOSS: The Poacher Solitary, Magical, Intelligent
      Long knive, unique bow. (b[2d10] damage 1 piercing) 12 HP 1 armor
      Close, Near

      The poacher is crual human being, with mind and body disfigured by wild blood magic and witchcraft he encountered on his hunts in the deepest wildernis. Sincen then he began a much crueler, vicious Instinct: to hunt, skin & collect

      • Seize control with blood magic.
      • Uses own blood to paralyze foes from afar.
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    • BOSS: Dark-Dwarf Commander Solitary, Small, Intelligent, Planar, Terrifying
      Runed Doom-Hammer (b[2d10+4] damage) 12 HP 3+1 armor
      Close, Forceful
      Special Qualities: The shadows of the Realm of Darkness twist their once worldly appearance.

      Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Instinct: to regain the kingdom beneath.

      • Hammer-swing, Hammer-Throw, Ground-Slam.
      • From the Realm of Darkness
      • Shield
      Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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